Why did I write this? I don't even know, oh I remember, because the DVD is coming out and this is where you will come with a burning lust for DOOM. Someone play with me.
Buttons:
A. FIRE -
Tap = Shot
Hold = Lock-Shot
B. BOMB -
A single bomb will eject from each pod towards the top of the screen. When a target is hit, the bomb will explode into a plasma ball which lasts a couple seconds and will continue to hurt enemies that are touching. If Lock-Shot is active, then the bombs will fire towards a pods locked on target.
C. Auto-Fire A
I never use A for Shot. Sometimes you will fire a very short burst and not kill something you intend to. Hold down C, and then hold down A to cancel into Lock-Shot. Keep C held down, the A button will override this, and when you let go you will immediatly continue your Auto-Fire. I also tend to think that A+C makes for a faster Lock-Shot.
Lock-Shot Properties:
With Lock-Shot active your helicopter will move slower.
You start with 2 pods, one on each side of the helicopter. each can lock onto a target. After powering up twice you will gain 2 more pods (total of 4) and have the ability to lock onto four seperate targets. Usually you just have all pods lock onto one target for max damage.
You do NOT do more damage closer to enemies. However, when closer, you lock on faster, and less enemies will be in the way of your pods and the target, so you will end up dealing more.
Your Helicopter will shoot a beam out infront. It CANNOT reach full screen! You will see it end at about 3/4 from the bottom. The Beam DOES do damage, albiet very little, but it can add up.
Lock-Shot will lock onto enemies quicker the closer you are. It will not let go until you release A or the target is destroyed. During Boss Battles, it is quicker to hold C, wait just until the Boss can be damaged, then hold down A. You have to be close for this.
Enemies will drop more Chips when Lock-Shot mode is active. You must get in the habit of keeping Lock-Shot HELD DOWN even after an enemy is destroyed, because there are several that will continue to drop boxes even after death or explode multiple times.
Select your Battleship:
TYPE-A
AH-Y72
Tiger Schwert (Tiger Sword)
1P = Orange
2P = Green
-Way Shot
-Slow Speed
TYPE-B
FH-X4
Panzer Jager (Tank Hunter)
1P = Purple
2P = Blue
-Linear Shot
-Faster Speed
Notes: The Tiger Schwert locks onto enemies faster than the Panzer Jager. Partially because the pods on this helicopter move forward instead of backwards when moving into Lock-Shot mode.
Both Helicopters do the SAME DAMAGE (for the Tiger Schwert all of its Shot must be hitting an enemy for it to equal). Both have the same ship speed while in Lock-Shot mode.
The Score Bar:
(Translated by Gaijinpunch)
1st Row - Multiplier Overall Counter
Multiplier used in [after] the boss fight. It's the total sum of all chips gathered up until the boss fight. Unless you die, it will not deplete until the boss fight.
2nd Row - Multiplier Counter (1-999)
Multiplier used in stage. Grows as you gather Multiplier Chips, but depletes as you use your lock shot, and if you die.
Multiplier Chip Rate:
The type of chip you get when you kill enemies with the lock shot. When the Multiplier timer reaches 0, it'll be reset when you kill an enemy with your normal shot, and is valid until the timer reaches 0.
3rd Row - Current chip NUMBER (1-5)
Measures the time the chip rate is valid. Will rise as you kill enemies with the shot or lock shot, but the chip rate will return to 1 when the timer hits zero.
The multiplier is raised as you gather multiplier chips. Basically you need to remember that killing an enemy at close distance produces are larger chip. Conversely, what depletes the multiplier is destroying enemies with the lock shot. Depending on the type of enemy, they can take off up to 1/30 to 1/10 of the entire value (popcorn enemies deplete it by a small amount, whereas bosses deplete it by a large one). If you die, it will decrease by 1/4.
Characteristics of the multiplier at the boss fight: Unlike points 1 and 2, during the boss fight, the value of the overall multplier counter is applied straight up. However, there's few chances to raise it during the boss fight, and it will quickly deplete as time passes. Certain bosses are better to ignore their parts and just kill quickly.
(end translation)
I estimate that the 5 Chip radius is within 1 1/2 ship lengths.
You can be in Lock-Shot mode, and still get a Chip 1-5 if an enemy is destroyed by the BULLETS from Shot. Since you get more boxes from an enemy while in Lock-Shot mode, you can get a 5 Chip off an enemy and achieve all the extra chips from Lock-Shot mode. The first place to us this technique is against the 2 large planes in Stage 1 (after the first powerup).
Against bosses you should always destroy their forms with normal shot, the decrease in your Overall Multiplier count is huge and not worth the dent in your End of Stage Bonus. Experts should try and use the technique above to avoid the multiplier but increase your Overall Multiplier count with lots of 5 chips. Read the Boss Form change timing to use this.
End of Level Bonus:
TOTAL CHIPS AQUIRED x (LIVES x 500 points + BOMBS X 50 points)
Boss form change timing:
You want your bullets from Shot to destroy the boss, but be able to get into Lock-Shot mode. I get the bosses life bar just a bit before the form change. You must get the feel.
These are for 1P.
1st Boss - Bettwen N and S of INSERT COIN
2nd Boss - Between S and E of INSERT COIN
3rd Boss - The 1P score in the middle of the 100s place
4th Boss -
First Form - Between N and S of INSERT COIN.
Second Form - The 1P score between 1000 and 100.
5th Boss
First Form - There is no marking to indicate, if you constantly damage him with Lock-Shot, it is when he returns to his first pattern.
Second Form - The 1P score at about 10,000. I don't look at this, it is during the second time of his final attack.
1-UPs:
The total amount of lives possible in Ketsui is 9 on DEFAULTS. Two Extends, Four 1-UPs (2 first round, 2 second round), Three starting stock.
3rd Mid-Boss - Destroy every turret and section of the mid-boss without bombs for a 1-UP.
5th Stage - Before the mid-boss, destroy the TIGER SCHWERT and PANZER JAGER without using bombs. The PANZER JAGER will drop the goods.
Loops:
Requirements -
NORMAL "TSUUJOU" LOOP - Total DEATHS + BOMBS => 6
SPECIAL "URA" LOOP (AKA REVERSE LOOP/SIDE) - NO MISS/NO BOMBS, 120+ Million Score
Here are the known differences in each loop. I will start with the NORMAL Loop and how it differs from the first round, and then how the SPECIAL ROUND differs from the NORMAL Loop.
TSUUJOU LOOP:
-Instead of releasing chips, enemies release Suicide bullets.
-Suicide Bullets are PINK.
-Chip Number is ALWAYS 1.
-You can stop suicide bullets from being released (seal) by being within a certain radius of enemies.
-If suicide bullets are sealed, then no chips are gained.
-Difficulty is drastically increased.
SPECIAL ROUND:
-A text message is given "WELCOME TO THE SPECIAL ROUND" before starting.
-Suicide bullets are BLUE.
-There is a greater number of suicide bullets and they are quicker.
-The distance which you can seal suicide bullets is decreased.
-When suicide bullets are sealed, the number that was due to be discharged will be added to your multiplyer (I will figure it out exactly as I get there)
-The rate of decrease when an enemy is destroyed with lock-shot is decreased.
-During Boss Battles, the reduction speed of the Total Multiplier Overall Counter is slowed.
-End of round bonus DOUBLES.
-During the 5th Boss, after the second form is destroyed, DOOM will appear.
Glitches:
Known Glitches. I once read that there is possibly a fixed version of Ketsui. If you ever aquire one of this please let me know as someday it may be possible for everyone to fix their boards.
UPDATE: Thanks to oxtsu and onimasa for this information!
FREE PLAY - If FREE PLAY is on, and START is pressed during a DEMONSTRATION, your ship will try to follow the path of the DEMONSTRATION and the game is unplayable. Reset via TEST MENU to fix this.glitches fixed Ketsui -- It was done only for those who complained to Cave and sent the board in for a fixed version EPROM (chip labeled 'V100'). They charged JPY.21000 (USD.200) for the service and did not publicize it whatsoever. There is only one small visual cue to tell the difference: on the V100 EPROM, the kanji is reversed from the normal writing. Master version 1/1/03 and everything else looks identical.
3rd Boss Bomb - Someone released a bomb just before the 3rd Boss and got it to stay on screen for the entire fight.
5th Stage Blues - Randomly the 5th Stage Music will play at HALF SPEED. Very annoying.
UPDATE: Thanks to oxtsu again for this information. To ensure that the music does not glitch during Stage 5, do NOT press any buttons between the stage4/5 transition. I have practiced this for several months and have not had the music glitch on me since.
Continue Bug - I have activated a bug where the normal CONTINUE screen does not appear and instead it is located under the score counter (this happens during 2P games). The game did not recognize me using continues, and I was given access to the second loop.
FREEZE - I have finished the 1st and 2nd stage once and the game frooze for a good 3-5 seconds, then continued like nothing happened.
End of Stage Counter - Sometimes the Overall counter after a boss will display the wrong amount. I have seen +1000, +100, and -100. To see your TRUE Overall counter, watch as the End of Stage Bonus scrolls by.
Rank:
No rank in Ketsui.
Other:
In the 3rd Stage, just before the boss you will see a number painted on the ground. IKD says this is his birthday (and someone elses?).
Originally the female voice said "Just a couple more shots!" (like in DoDonpachi) and "GAMEOVER". You can listen to them in the Sound Test.
During the location test, I was told that the normal loop was much like what the second loops are now (you always got the same chip).